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Messages - Crafeksterty

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61
Feedback and Suggestions / Re: Altimeter
« on: May 06, 2015, 11:52:33 am »
The only thing ide need it with is to know when we hit the skies ceiling.
But it doesnt count the ground so well.

Ide like for it to be accurate, but it isnt the most needed thing to have fixed. Reading the sky limit works, reading the ground needs fixing.

62
World / Re: Patch 1.4.1 News
« on: May 05, 2015, 07:11:45 pm »
I fucking love these!!! Keep it up!


Lemme give it a try (Its going to be terrible)



Harpoon productions are faulty!

These rarely made and installed piece of weaponary have re-shipped with missing pieces, however. Some individuals have found it to be better than the actual instalments.

"The harpoon no longer reels, but instead it hooks!
In order to reel, the person or guy on the harpoon needs to reach
in and pull a minor crank inside the harpoon to reel. This is great!
No longer is the harpoon a burden, instead i control the situation with my own ship!
Just crank some moonshine and pull the enemy ship with your own ship!
Too bad it is not good on my spire... But i found it a great way pulling condemned airships still afloat!"

-Masked spire pilot

As quoted from an anonymous spire pilot of the fjords. We do not encourage pouring moonshine in the engines, or using the faulty new instalments of the harpoon. But the factory that puts tools like the harpoon togheter consider having this faulty as their new blueprint.

"Our harpoons are, admitidly some of our least bought instalment.
But we persist and continue the production, each time making a new change.
But this one was accidental. We will try to work with this discovery."

-Director of harpoon creatives.

Hopefully our battling airships will soon get a FULLY functioning product. But for now, stay cautious.





God i suck at this.

63
Gameplay / Re: The new harpoon
« on: May 05, 2015, 05:21:45 pm »
Harpoon on goldfish, confirming again, did some gameplay with that dual harpoon sides :P
But it does make ships go WHOOP into the wrong direction if you harpoon their behind and then pulling them with the use of moonshine.

The SWING MENEUVER is a dud unfortunetaly. It was too difficult to pull off, but if you have moonshine, you should still be able to pull with a harpoon on the side for utility even for a mobula.

Harpoon on side pyramideon is, odd. The acceleration of the pyra despite moonshine+stamina is too heavy, specialy when you just moved forward. So it is better used when you are flying past someone and then just keep going forward to pull them in the wrong direction. Basically it is a better escape tool than a pulling tool. Maybe, im the only person that is actively trying



We have also found a bug where if you kill a ship with the harpoon attached, the rope will linger visualy, when that ship respawns the rope will visualy attach to it from where we are. Pretty much revealing where they are. I reported this ofcourse cus it is a huge advantage from a bug.

64
Dev App Testing / Re: Character movement testing, build 504
« on: May 05, 2015, 01:22:43 pm »
I can live with that then.

65
Dev App Testing / Re: Character movement testing, build 504
« on: May 05, 2015, 12:57:44 pm »
Its not a bug?

But hopping makes you go up it faster!
So does that mean you want us to hop up slopes?

Im not being sarcastic. lol. Im saying, if its not a bug, then il hop up. And hopping up skips the slowdown part. So in turn i should hop up slopes.

66
I did not skip that because im still considering what i said for Coop also.
IF youve seen coop gameplay, youl know that there is tons going on, and specific for ship to ship combat more than ever.

67
Boarding is not a thing

Melee or crew to crew combat is a NO GO! This is not what goio is about at all.
It will ruin the gameplay where teamwork around building a machine to kill another machine is important.
Boarding or crew to crew battle will just shift the dynamic way too much.

Here is a post where i tried to realise guns and stuff to do damage outside of guns. But not crew to crew combat.
https://gunsoficarus.com/community/forum/index.php/topic,3680.msg64429.html#msg64429
It was shut down due to difficulties of making projectiles outside of gun slots fire or make sense.

Quote
Hey, we came up with this. See if it can be kept in the back burner for when the right time comes
Im sorry, but they have even made a sticky against ideas of boarding because it wont be a thing.

68
Feedback and Suggestions / Re: Engineer Stamina (.... meh)
« on: May 04, 2015, 08:58:57 pm »
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because who gets tired that quickly?
Its not really a sprint, its more of an adrenalin moment.

You are running around, repairing, jumping on guns jumping back while blazing fires and bullets whip past you.
You will get tired pretty quickly.

69
Dev App Testing / Re: Character movement testing, build 504
« on: May 04, 2015, 04:51:55 pm »
I couldnt detect any magnetic movements on railings or other areas anymore.

The most prominent area where i get magnetised is in pyramideons top guns. That catwalk has ALWAYS magnetised me.
But in the dev app i no longer get it. For the small ammount i tested.


However, there is an apparent muddy walking when walking up slopes.
You get a huge slowdown, you have no choice but to hop up instead.

To convince you, walk up the stairs on a goldfish, or the ramp from hull to helm on spire, or the stairs in galleon. Your speed is just halved.

70
General Discussion / Re: Was GOIO A Fluke?
« on: May 04, 2015, 04:34:48 pm »
That is the most whiny comments ive seen in for this update. And it is completely unjustified.
Not only dont you know because you dont play. None of the things you said are true!

Gunners STILL ask for arcs.
Engineers STILL have a problem with timing in areas.
Pilots STILL have to use tools and sacrifice component health.

If you think that stamina made people rambos, then be my guest and go full AI ship against a competant crew.
Nothing really changed, just added.

71
General Discussion / Re: Was GOIO A Fluke?
« on: May 04, 2015, 04:19:21 pm »
Stamina is completely unneeded and unasked for. It only helps Newer players, and, probably barely helps at that. I wouldn't know, I stopped playing.
ok then

Ive had people ingame say "The ui seems so much cleaner now".
And the UI to me doesnt bother me much.

I dont know what to explain because i see no problems. I had problems with the previous UI but ive come costum to it.
Now we have a new UI. Ok, and it adds to the gameplay in some areas.

This feels alot like facebook update complaints.

72
Gameplay / Re: The new harpoon
« on: May 04, 2015, 11:24:35 am »
You dont reel in, you pull with your own ship now. The "reeling" is simply to minimize the rope length of which you can pull the enemy ship at.
Like i mentioned how we had time to pull twice on a spire.

However, i do still say its more for the utility case like a flare.

73
Gameplay / Re: The new harpoon
« on: May 04, 2015, 10:33:47 am »
I dont know how the harpoon is bugged when i feel like im controlling it properly.

74
Gameplay / Re: The new harpoon
« on: May 03, 2015, 10:26:38 pm »
POTENTIAL AWESOME USE!

Swing meneuver(Formely known as the supplex)
On the far left or right side of the mobula, have 1 harpoon for close range. Have chutevent and stamina.
When an enemy aproaches you. Have your engineer on whatever side harpoon the enemy.
Start flying BACKWARDS, CHUTEVENT down and turn the OPPOSITE direction of where your harpoon is (So if my harpoon is on the left side, i turn right)

Fly backwards, chutevunt+Holddown, turn opposite of harpoon.  When you reach limited rope pulling you up, hold up and youl be appearing facing the enemy hopefully behind him.
You dont need buffed baloon, but could probably help alot.

75
Gameplay / Re: The new harpoon
« on: May 03, 2015, 09:40:20 pm »
What the flying flipping floppy fuck muse!
Right click does reel now! ARGH!

Ok! So this is the mechanic. When you hook onto a ship. The distance that you have shot him in is the length of the rope.
What holding right click does is shorten that distance. Essentially reeling them. Its not much strong, but it helps when a side gun that is a harpoon is latched. Because trying to pull him by going forward or back (from the side) wont help until the rope length is at its limit. Holding right click while on the latched harpoon makes that limit shorter (Again, reeling them).


Here is potential builds with the new harpoon.

Goldfish minotaur(greased)+Right harpoon(lesmok) and maybe left artemis(burst). (Moonshine + sort of close range)
Add lesmok to that harpoon. Try to work spinning an enemy ship around enough to work with the harpoon. Once youve spun him, latch to his ass and pull a little.
When it latches off keep him from turning with your minotaur. Repeat with the harpoon. Add in artemis. The harpoon engineer does not need to reel, he can jump onto side engines.
I would say this could potentialy lock a ship down without proper disabling forever. But i havent really tried it. Sounds fun though. But know that im not using the harpoon as a utility here then.


Junker(Kyrosin+close) one side dual harpoon (Or just one).
When you strafe by an enemy on the harpoon side, you have 2 shots for your crew to hit the enemies ass.
When 1 harpoon does, make them reel in + kyrosine backwards. What kyrosine will do is lett your junker turn for the weaponized side while pulling the enemy out of arc.
This is more of a utility use of it.

You can do the same on the side guns of a pyramideon, but with moonshine instead. The ships center will be pulling your arc away if you arent using moonshine.

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If it means getting rid of that bloody harpoon achievement that blocks the way of me getting other achieves then msg me if you want help
I did get a harpoon kill with the squid one cus i pulled a spire into terrain. But that felt lucky. Il add you and contact you when im up for it and your online.

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